20255/17/19 Update

Added PEPS AI.
Full compile.
This commit is contained in:
Jaysyn904
2025-07-19 18:27:32 -04:00
parent dd3496e400
commit d2a9c50615
2533 changed files with 136137 additions and 13984 deletions

View File

@@ -1,36 +1,24 @@
//::///////////////////////////////////////////////
//:: Default: On Disturbed
//:: NW_C2_DEFAULT8
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
Calls the end of combat script every round
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: Oct 16, 2001
//::///////////////////////////////////////////
// * Make me hostile the faction of my last attacker (TEMP)
// AdjustReputation(OBJECT_SELF,GetFaction(GetLastAttacker()),-100);
// * Determined Combat Round
#include "hench_i0_ai"
/*//////////////////////////////////////////////////////////////////////////////
Script: nw_c2_default8
Programmer: Philos
////////////////////////////////////////////////////////////////////////////////
Monster OnDisturbed event script;
Fires when the inventory of oCreature is changed i.e. added or removed.
Creatures can't have items added or removed from its inventory (it's not a
container), then the only way this fires for creatures if something is stolen.
*///////////////////////////////////////////////////////////////////////////////
#include "0i_actions"
void main()
{
//ExecuteScript("prc_npc_disturb", OBJECT_SELF);
ExecuteScript("prc_npc_disturb", OBJECT_SELF);
object oTarget = GetLastDisturbed();
if(!GetIsObjectValid(GetAttemptedAttackTarget()) && !GetIsObjectValid(GetAttemptedSpellTarget()))
{
if(GetIsObjectValid(oTarget))
{
HenchDetermineCombatRound(oTarget);
}
}
if(AI_DEBUG) ai_Debug("nw_c2_default8", "13", GetName(OBJECT_SELF) + " is been disturbed!");
// We do nothing at the moment... lets not mess up our factions ok?
// This should be defined by the server admins and is commented out.
//if(ai_GetIsBusy(OBJECT_SELF, FALSE) || ai_Disabled()) return;
//object oTarget = GetLastDisturbed();
//if (oTarget != OBJECT_INVALID) ai_DoMonsterCombatRound ();
// Send the disturbed flag if appropriate.
if(GetSpawnInCondition(NW_FLAG_DISTURBED_EVENT))
{
SignalEvent(OBJECT_SELF, EventUserDefined(EVENT_DISTURBED));